DESIGN, PROTOTYPING and CONSTRUCTION

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DESIGN, PROTOTYPING and CONSTRUCTION Chapter 11 DESIGN, PROTOTYPING and CONSTRUCTION

Overview Prototyping Conceptual design Concrete design Using scenarios Generating prototypes Construction www.id-book.com

Introduction Design activities begin once some requirements have been established. The design emerges iteratively, through repeated design– evaluation–redesign cycles involving users. There are two types of design: Conceptual: concerned with developing a conceptual model that captures what the product will do and how it will behave, Concrete: concerned with details of the design such as menu structures and graphics For users to evaluate the design of an interactive product effectively, designers must prototype their ideas www.id-book.com

Prototyping What is a prototype? Why prototype? Different kinds of prototyping - Low fidelity - High fidelity Compromises in prototyping - Vertical - Horizontal Final product needs to be engineered www.id-book.com

What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town the examples here come from a 3D printer www.id-book.com

What is a prototype? A prototype is one manifestation of a design that allows stakeholders to interact with it and to explore its suitability; it is limited in that a prototype will usually emphasize one set of product characteristics and de-emphasize others. In interaction design it can be (among other things): a series of screen sketches a storyboard, i.e. a cartoon-like series of scenes a Powerpoint slide show a video simulating the use of a system a lump of wood (e.g. PalmPilot) a cardboard mock-up a piece of software with limited functionality written in the target language or in another language www.id-book.com

www.id-book.com

Why prototype? Evaluation and feedback are central to interaction design Prototypes are useful when discussing or evaluating ideas with stakeholders Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing Team members can communicate effectively You can test out ideas for yourself It encourages reflection: very important aspect of design Prototypes answer questions, and support designers in choosing between alternatives www.id-book.com

Filtering dimensions of prototyping to emphasize specific aspects of a product being explored by the prototype www.id-book.com

Manifestation dimensions of prototyping tools to help designers develop their design ideas through external representations www.id-book.com

Low-fidelity Prototyping Does not look very much like the final product and does not provide the same functionality. Uses a medium which is unlike the final medium, e.g. paper, cardboard Is quick, cheap and easily changed Examples: sketches of screens, task sequences, etc ‘post-it’ notes storyboards ‘Wizard-of-Oz’ www.id-book.com

Sketching Sketching is important to low-fidelity prototyping Don’t be inhibited about drawing ability. Practice simple symbols www.id-book.com

Storyboards Often used with scenarios, bringing more detail, and a chance to role play It is a series of sketches showing how a user might progress through a task using the device Used early in design www.id-book.com

storyboard www.id-book.com 14

Card-based prototypes Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development www.id-book.com 15

‘Wizard-of-Oz’ prototyping The Wizard of Oz technique enables unimplemented technology to be evaluated by using a human to simulate the response of a system. The user thinks they are interacting with a computer, but a developer is responding to output rather than the system. Usually done early in design to understand users’ expectations User >Blurb blurb >Do this >Why? www.id-book.com

High-fidelity prototyping Uses materials that you would expect to be in the final product Prototype looks more like the final system than a low-fidelity version High-fidelity prototyping is useful for selling ideas to people and for testing out technical issues. High-fidelity prototypes can be developed by integrating existing hardware and software components www.id-book.com

Advantages/Disadvantages Prototype Advantages Disadvantages Low-fidelity prototype - low developmental cost - evaluate multiple design concepts - limited error checking - navigational and flow limitations High-fidelity prototype - fully interactive - look and feel of final product - clearly defines navigational scheme - more expensive to develop - time consuming to build - developers are reluctant to change something they have crafted for hours www.id-book.com

Compromises in prototyping All prototypes involve compromises: a compromise between the amount of work required to produce them and their purpose Compromises in low-fidelity prototypes: device doesn't actually work For software-based prototyping maybe there is a slow response, sketchy icons, limited functionality Two common types of compromise horizontal: provide a wide range of functions, but with little detail vertical: provide a lot of detail for only a few functions Compromises in prototypes mustn't be ignored. Product needs engineering www.id-book.com

Conceptual design Transform user requirements/needs into a conceptual model A conceptual model is an outline of what people can do with a product and what concepts are needed to understand and interact with it www.id-book.com

Is there a suitable metaphor? Interface metaphors combine familiar knowledge with new knowledge in a way that will help the user understand the product. www.id-book.com

Considering interaction and interface types Which interaction type? How the user invokes actions Instructing, conversing, manipulating or exploring Do different interface types provide insight? Chapter 6.. www.id-book.com

Concrete design Is concerned with details of the design Many aspects to concrete design Color, icons, buttons, interaction devices etc. www.id-book.com

Using scenarios Scenarios are informal stories about user tasks and activities Scenarios can be used to model existing work situations, but they are more commonly used for expressing proposed or imagined situations to help in conceptual design Four roles: As a basis for the overall design. For technical implementation. As a means of cooperation within design teams. As a means of cooperation across professional boundaries, i.e. as a basis of communication in a multidisciplinary team. www.id-book.com

Construction: physical computing Build and code prototypes using electronics Toolkits available include Arduino LilyPad (for fabrics) Senseboard MaKey MaKey Designed for use by wide range of people www.id-book.com 30

Physical computing kits www.id-book.com 31

Construction: SDKs Software Development Kits programming tools and components to develop for a specific platform, e.g. iOS Includes: IDE, documentation, drivers, sample code, application programming interfaces (APIs) Makes development much easier Microsoft’s Kinect SDK has been used in research www.id-book.com 34

Summary Different kinds of prototyping are used for different purposes and at different stages Prototypes answer questions The final product must be engineered appropriately Two aspects of design: conceptual and concrete To generate conceptual design, consider interface metaphors, interaction types and interface types Storyboards can be generated from scenarios Card-based prototypes can be generated from use cases Physical computing kits and SDKs facilitate transition from design to construction www.id-book.com